Noiroit are a bizarre race who may of originated from the realm of dream. Although they have an unknown, their purposes for when they are often encountered are often clear. They collect magic items from many universes, many planes to deal and barter with their natives. They seek not money however, but they instead they covet something more precious. They wish for the memories, ideas, fears or delights of a creature. Thats why those who deal with them should be careful that they are not going to fall into a pit of amnesia, wether it's permanent is for the Noiroit to decide. Despite this many are never evil, infact they rarely shatter an opponents memories unless angered or attempting to stop a threat to the multi-verse. So in most case's will just take payment in interesting memorys, although the client will only temporailly lose that memory. Noiroit are very strange looking, about 7 ft. tall and weighing about 90 to 120 pounds. They have long arms, and one is always slightly longer than the other, and it has a bigger hand. They have shadowy yet substantial black, grey or tan bodys with two dim yellow pin-pricks for eyes. Their clothes are often the same color as their body, seeming to meld with the rest of their shape, feathering of the limbs that slightly resemble feathers. They often wear unusual hats, a seemingly culture-influenced fashion.Noiroit talk a strange, whispery tounge that's quiet but occasionally crescendos into a short but harsh hiss. Noiroit always live 91 years, on the 10th month, 7th day and 14th hour. Why they naturally die on such specifics times is unknown, perhaps because their possible dream heritage would make in fact like an elogated version of a dream, or perhaps they are a dream of a long-sleeping race that wakes on that specific time. Noiroit speak Common, Noiroit and Abyssal, Celestial or Infernal.

COMBATNoiroit would subdue their opponents rather than kill them, stealing some memorys in the process.

Amnesia Touch (Su): Noiroit can make an opponent forget everything about his or her life for 1d4-1 rounds. This makes them confused and gives them -2 morale penalty on all checks and attack rolls. Once per week, a Noiroit can permanantly cause amnesia with the same affects of a tempory amnesia touch. However these affects only last for a month or until it's memory is restored by a wish, miracle or similar affect because it begins to gain friendships between the party members even if it's original memory isn't restored.

Immunities: Immune to all sleep spells due to the fact they dont sleep. A spellcasting Noiroit still needs 8 hours rest.

Planeshift (Sp): As the spell cast by an 18th level sorceror, once per day plus 5 other people and up to 2'500 pounds of objects.

NOIROIT SOCIETYNoiroit travel from plane-to-plane selling their magical wares for treasure or better still memories. Why they cherish such things is a mystery, although it must have something to do with their dream-origins. When it comes to memories different partys have different tastes. The friendlier ones like happy and funny memories, ones that made their customers laugh or love. More sinister partys however like the core memories, the deep dark ones that their customers didn't want them to know.

NOIROIT CHARACTERSNoiroit's favored class is Conjurer. Although that is their favored magic school, wizards of any kind can be found in Noiroit society. Necromancers are rare but not unheard of. Noiroit hold some of the most powerful Psions, especially those with the telepathy discipline.